I want to make an animation on the Unreal engine. One of the characters have large ears, so I wondered if it is possible to achieve a shine-through effect like in this photo:
I tried checking SSS shader, but it seems it's purpose is more to "wrap" the lighting around the corners or the geometry to achieve soft underglow effect on the surface in areas around shadow edges rather than simulating true translucency, not sure it is applicable of simulating light coming through thin things.
I understand that I'll need to bake a "thickness" map for my character, but other than that I have little clue as to how to proceed.
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The effect comes on/off as you reach a value of .11 gray, so in a gradient black to white you get a hard line across the thickness texture instead of a gradient fade.
Still waiting on an official response for the bug report. Meanwhile using the bugged out map provides a more reliable result then no map at all for humans. Mostly because without it you get light artifacts on thick parts of the body, like thighs, during movement.
Obviously this is coupled and exacerbated by my personal light settings. If you aren't working with dynamic lighting you may have an easier time balancing things...